Difference between revisions of "Exploring the Halls of Arden Vul:Eusebia WWN"

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Daughter of Theodora Tagaris, agent of the Drome, and Agdir of Borealios. Studied in the Order of the Fifth Circle. A middling talent, getting by on charm as much as skill. Traveled to Arden Vul to investigate rumors of extraplanar contacts from before the contraction of the Empire.
 
Daughter of Theodora Tagaris, agent of the Drome, and Agdir of Borealios. Studied in the Order of the Fifth Circle. A middling talent, getting by on charm as much as skill. Traveled to Arden Vul to investigate rumors of extraplanar contacts from before the contraction of the Empire.
  
*Class L4
+
*Mage L4
 
*Background: Noble
 
*Background: Noble
 
*Class Ability:  
 
*Class Ability:  
Line 41: Line 41:
 
===Conflict===
 
===Conflict===
 
*HP: 21
 
*HP: 21
*System Strain:
+
*System Strain: 18
 
*AC: 9 (Unarmored AC: 9)
 
*AC: 9 (Unarmored AC: 9)
 
*Initiative Bonus: -1
 
*Initiative Bonus: -1
Line 51: Line 51:
  
 
Weapons:
 
Weapons:
*weapon, attack value, damage, notes
+
*Staff, +0 1d6, Shock 1/AC 13, less lethal
*weapon2, attack value, damage, notes
 
  
 
===Saving Throws===
 
===Saving Throws===
Line 61: Line 60:
  
 
===Spells===
 
===Spells===
*Spells/day: L1 X/X | L2 Y/Y | L3 Z/Z
+
*Spells/day: 2+1
*Effort:
+
*Spells cast: 0
 +
*Prepared: 5
 +
*Effort: 4
 
*Effort committed:
 
*Effort committed:
 +
**Active: 0
 +
**Scene: 0
 +
**Day: 0
  
 
Spells memorized
 
Spells memorized
*L1:
+
*L1: The Long Amber Moment, Imperceptible Cerebral Divulgence
*L2:
+
*L2: Extirpate Arcana, Resounding Temporal Echo, The Verdant Vallation
*L3:
 
  
 
Spells Known:
 
Spells Known:
*L1: The Coruscating Coffin, Decree of Ligneous Dissolution, The Excellent Transpicuous Transformation, Imperceptible Cerebral Divulgence, The Long Amber Moment, Phantasmal Mimesis
+
*L1:  
*L2:
+
**'''The Coruscating Coffin'''
 +
***A thaumic discharge is focused on a single visible creature within one hundred feet per caster level, wreathing them in a lethal mantle of crackling energy. The target suffers 1d8 damage per caster level, with a Physical save for half. NPC targets with only 1 hit die will inevitably be slain regardless of the damage done. The spell cannot be blocked by non-magical intervening barriers, provided the caster can see the target with their unaided vision.
 +
**'''Decree of Ligneous Dissolution'''
 +
***Wood, linine, cotton, rope, and other plant- or fungus-derived matter is annihilated by a wave of entropic force that washes though an area near the caster. The mage targets a point within one hundred feet per caster level and designates a number of continguous 10-foot cubes within that area equal to or less than their caster level. All non-magical plant matter within that area immediately erodes away to dust. Enchanted objects of plant matter cannot be affected, but ordinary plant based clothing, bows, or wooden-hafted weapons will be destroyed. If used against plant-based monsters, the spell does 1d10 damage per caster level with a Physical save for half.
 +
**'''The Excellent Transpicuous Transformation'''
 +
***The mage chooses up to one visible willing target per caster level provided they are within 100 feet, though afterwards the targets can separate freely. The targets and all they wear or carry become perfectly transparent. Missile attacks against invisible foes are largely impossible, and melee attacks against them usually suffer a -4 penalty to hit rolls. The spell lasts for up to an hour per caster level, but it breaks if a subject performs some violent motion, such as running, attacking, or casting a spell. Once broken for one subject, it breaks for all.
 +
**'''Imperceptible Cerebral Divulgence'''
 +
***The mage focuses on a visible living creature within 100 feet per caster level. For the rest of the scene, they immediately receive an impression of the target's surface thoughts and interests, understanding them regardless of any lack of shared language. The caster may ask one question of the target's memories per caster level, but doing so risks breaking the spell; the target can make a Mental save before answering each question and the spell ends if the save is successful. These questions can only query memories, not compel any exercise of judgment or extrapolation. This spell is very subtle in its casting, and can be invoked without any visible gestures or audible incantations.
 +
**'''The Long Amber Moment'''
 +
***This spell may be cast as an On Turn spell, provided no other spell has been cast this round, and targets a single willing or helpless creature the caster is touching. The subjected is shifted out of the flow of conventional time, freezing and being limned in a pale sepia light. They and all their carried possessions are rendered impervious to all non-magical harm and are frozen in temporal stasis until the spell ends or is dispelled. Enchanted creatures are quite light, counting as only four items of Encumbrance despite their unwieldiness. The spell ends when the mage releases it, or up to a maximum of one day per caster level. If cast on himself, the mage cannot end it before the full duration expires.
 +
**'''Phantasmal Mimesis'''
 +
***The mage creates a phantasmal seeming at a visible location within 100 feet per caster level. The illusion can occupy a number of 10-foot cubes equal to the caster's level and can include visual, audible, olfactory, and even tactile elements. If onlookers have no reason to believe this illusion is false, they will unconsciously move and perceive so as to conform to its apparent physical qualities, halting before walls, reeling from imagined blows, and seeing their clothing burnt by phantasmal flames. The illusion will behave and act on itws own in accordance with the caster's intentions for it, but it cannot go more than a hundred feet from where it was conjured. Phantasmal monsters fight with the caster's hit bonus, do 1d8 damage, have AC 10, and vanish if struck. There can be no more than one active illusionary attacker per two caster levels. Foes brought to zero hit points fall unconscious and wake up ten minutes later with 1 hit point. Creatures convinced the illusion is false can make a Mental saving throw each round to reject its psychic influences, becoming immune to its effects. The illusion lasts until dispelled, the caster drops it, or this spell is cast again.
 +
*L2:  
 +
**'''Extirpate Arcana'''
 +
***The caster sweeps away all unwanted magical effects and enchantments within a twenty-foot radius, centered on any visible point within one hundred feet per level. If the magical effect was cast by a creature with equal or fewer hit dice or levels, the effect is negated automatically. Otherwise a contested Int/Magic or Cha/Magic skill roll must be made, with higher-leveled caster gaining a +2 bonus on their roll and the dispeller winning any ties. The spell is not strong enough to permanently suppress standing magical effects, and requires the aforementioned contested roll to have any chance to even temporarily suppress them. If successful, the effect is negated for 1d6 rounds. If cast on a very large enchantment, only the portion within the spell's zone of effect is suppressed.
 +
**'''The Inexorable Imputation'''
 +
***The caster makes a single one-sentence statement as part of casting this spell, a process which is subtle enough to appear as no more than ordinary conversation. All who hear the caster speak within a forty-foot radius must make a Mental saving throw or come to immediately believe the statement is true unless it seems physically impossible to them or it is emotionally intolerable to believe. The listeners must be able to understand the caster's language, and the caster may exempt up to two targets per caster level from this delusion so as to avoid beguiling their companions. The spell's effects linger for one hour per caster level, after which the believers will be no more persuaded of the fact than events or their own common sense would allow.
 +
**'''Resounding Temporal Echo'''
 +
***The caster imbues one visible ally per caster level with a burst of tremendous speed as their localized time begins to flow more rapidly. For 1d4+1 rounds, all subjects get an extra Main Action during their turn. This Main Action may n ot be used to cast spells or use arts. This spell severely taxes those who take advantage of it, adding 1 System Strain for each round in which the recipient takes the bonus action.
 +
**'''The Verdant Vallation'''
 +
***A vast wall of thick, heavy vines and other plant life blooms from a visible point within one hundred feet per caster level. The wall is up to twenty feet high and three feet thick and runs for as much as twenty feet in width per caster level. The vine wall can be shaped as the caster wishes within the spell's area of effect, so long as it's contiguous, and may be laid horizontally if a bridge or roof is desired. Enemies must inflict five points of damage per caster level to cut a man-sized hole in the vines, and they must be using weapons or means that could actually cut through a wooden wall to do any meaningful harm. The vines may optionally be covered in long, vicious thorns to discourage climbing, inflicting 2d6 damage on any creature who tries to climb over it. If the vine wall is summoned from earth that could plausibly support plant life, it remains until dispelled or until it dies naturally. If called from bare stone or other infertile soils, it withers away to dust at the end of the scene.
 
*L3:
 
*L3:
  
 
Arts:
 
Arts:
*Arcane Lexicon
+
*'''Arcane Lexicon'''
 
**Commit Effort for the scene. For the rest of the scene, you can read any script that was not intentionally obfuscated or encoded by its writer. Extremely esoteric or nonhuman scripts may not be comprehensible this way; the "plain meaning" of the text might be utterly foreign to human logic.
 
**Commit Effort for the scene. For the rest of the scene, you can read any script that was not intentionally obfuscated or encoded by its writer. Extremely esoteric or nonhuman scripts may not be comprehensible this way; the "plain meaning" of the text might be utterly foreign to human logic.
*Restrained Casting
+
*'''Restrained Casting'''
 
**Commit effort for the day as an instant action when casting a High Magic spell. You may do so in perfect silence and without need for somatic gestures, though damage will still disrupt the casting.
 
**Commit effort for the day as an instant action when casting a High Magic spell. You may do so in perfect silence and without need for somatic gestures, though damage will still disrupt the casting.
*Retain Sorcery
+
*'''Retain Sorcery'''
 
**Commit Effort for the day as an On Turn action after casting a spell; it does not count against your casting limits for the day. You can use this art no more than once per day, and the stress of using it prevents you from casting another spell before the end of your next turn.
 
**Commit Effort for the day as an On Turn action after casting a spell; it does not count against your casting limits for the day. You can use this art no more than once per day, and the stress of using it prevents you from casting another spell before the end of your next turn.
*Sense Magic
+
*'''Sense Magic'''
 
**Commit Effort as an Instant action; while it remains committed, you can visually perceive magical energy and get a one-sentence description of the effect of any standing magics or magical items you inspect. The ambient magical energies in most areas allow you to see clearly even in perfect darkness.
 
**Commit Effort as an Instant action; while it remains committed, you can visually perceive magical energy and get a one-sentence description of the effect of any standing magics or magical items you inspect. The ambient magical energies in most areas allow you to see clearly even in perfect darkness.
  
 
===Equipment===
 
===Equipment===
Encumbrance:
+
Encumbrance: Readied 4, Stowed 9
  
 
Worn:
 
Worn:
*X
+
*Clothes, fine
*Y
 
 
Held:
 
Held:
*A
+
*Staff 1
*B
+
Backpack: 9/9
Backpack:
+
*Dungeoneering Kit 6
*Q
+
*Writing kit 1
*R
+
*Paper, 20 sheets
 +
*Torches (6) 2
 
Stashed (where):
 
Stashed (where):
*V
+
*Rations, 1 week (Basil the mule)
 
*W
 
*W
 
Wealth:
 
Wealth:

Latest revision as of 20:41, 6 August 2023

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Eusebia Tagaris[edit]

Daughter of Theodora Tagaris, agent of the Drome, and Agdir of Borealios. Studied in the Order of the Fifth Circle. A middling talent, getting by on charm as much as skill. Traveled to Arden Vul to investigate rumors of extraplanar contacts from before the contraction of the Empire.

  • Mage L4
  • Background: Noble
  • Class Ability:
  • Languages: Archontean, Wiskin

~*~

  • Traits: honest, steadfast, deceitful
  • Secondary Skill: Vintner
  • Lawful, Alignment Goal: Impose or maintain order in the face of chaos

~*~

  • XP: 12

Attributes[edit]

  • Strength 9
  • Intelligence 14 (+1)
  • Wisdom 9
  • Dexterity 4 (-1)
  • Constitution 18 (+2)
  • Charisma 14 (+1)

Skills[edit]

  • Convince-1
  • Know-0
  • Lead-0
  • Magic-2
  • Notice-1

Foci[edit]

  • Lucky-1
  • Archontean Sigilism-1
    • Level 1: You can embed spells in small tokens that function as calyxes only usable by yourself. Creating such a token takes ten minutes per level of the spell and the expenditure of a normal daily spell use. This expended slot may be recovered normally. Using them takes a Main Action, but the sigil need only be presented firmly; no vocalization or gestures are required, and it cannot be interrupted by damage. Only one token can be empowered at any one time.

Conflict[edit]

  • HP: 21
  • System Strain: 18
  • AC: 9 (Unarmored AC: 9)
  • Initiative Bonus: -1
  • Bonus to reaction rolls: +1

Basic Attack Bonus:

  • Melee Attack Bonus: +0
  • Ranged Attack Bonus: +0

Weapons:

  • Staff, +0 1d6, Shock 1/AC 13, less lethal

Saving Throws[edit]

  • Physical: 10
  • Evasion: 11
  • Mental: 11
  • Luck: 12

Spells[edit]

  • Spells/day: 2+1
  • Spells cast: 0
  • Prepared: 5
  • Effort: 4
  • Effort committed:
    • Active: 0
    • Scene: 0
    • Day: 0

Spells memorized

  • L1: The Long Amber Moment, Imperceptible Cerebral Divulgence
  • L2: Extirpate Arcana, Resounding Temporal Echo, The Verdant Vallation

Spells Known:

  • L1:
    • The Coruscating Coffin
      • A thaumic discharge is focused on a single visible creature within one hundred feet per caster level, wreathing them in a lethal mantle of crackling energy. The target suffers 1d8 damage per caster level, with a Physical save for half. NPC targets with only 1 hit die will inevitably be slain regardless of the damage done. The spell cannot be blocked by non-magical intervening barriers, provided the caster can see the target with their unaided vision.
    • Decree of Ligneous Dissolution
      • Wood, linine, cotton, rope, and other plant- or fungus-derived matter is annihilated by a wave of entropic force that washes though an area near the caster. The mage targets a point within one hundred feet per caster level and designates a number of continguous 10-foot cubes within that area equal to or less than their caster level. All non-magical plant matter within that area immediately erodes away to dust. Enchanted objects of plant matter cannot be affected, but ordinary plant based clothing, bows, or wooden-hafted weapons will be destroyed. If used against plant-based monsters, the spell does 1d10 damage per caster level with a Physical save for half.
    • The Excellent Transpicuous Transformation
      • The mage chooses up to one visible willing target per caster level provided they are within 100 feet, though afterwards the targets can separate freely. The targets and all they wear or carry become perfectly transparent. Missile attacks against invisible foes are largely impossible, and melee attacks against them usually suffer a -4 penalty to hit rolls. The spell lasts for up to an hour per caster level, but it breaks if a subject performs some violent motion, such as running, attacking, or casting a spell. Once broken for one subject, it breaks for all.
    • Imperceptible Cerebral Divulgence
      • The mage focuses on a visible living creature within 100 feet per caster level. For the rest of the scene, they immediately receive an impression of the target's surface thoughts and interests, understanding them regardless of any lack of shared language. The caster may ask one question of the target's memories per caster level, but doing so risks breaking the spell; the target can make a Mental save before answering each question and the spell ends if the save is successful. These questions can only query memories, not compel any exercise of judgment or extrapolation. This spell is very subtle in its casting, and can be invoked without any visible gestures or audible incantations.
    • The Long Amber Moment
      • This spell may be cast as an On Turn spell, provided no other spell has been cast this round, and targets a single willing or helpless creature the caster is touching. The subjected is shifted out of the flow of conventional time, freezing and being limned in a pale sepia light. They and all their carried possessions are rendered impervious to all non-magical harm and are frozen in temporal stasis until the spell ends or is dispelled. Enchanted creatures are quite light, counting as only four items of Encumbrance despite their unwieldiness. The spell ends when the mage releases it, or up to a maximum of one day per caster level. If cast on himself, the mage cannot end it before the full duration expires.
    • Phantasmal Mimesis
      • The mage creates a phantasmal seeming at a visible location within 100 feet per caster level. The illusion can occupy a number of 10-foot cubes equal to the caster's level and can include visual, audible, olfactory, and even tactile elements. If onlookers have no reason to believe this illusion is false, they will unconsciously move and perceive so as to conform to its apparent physical qualities, halting before walls, reeling from imagined blows, and seeing their clothing burnt by phantasmal flames. The illusion will behave and act on itws own in accordance with the caster's intentions for it, but it cannot go more than a hundred feet from where it was conjured. Phantasmal monsters fight with the caster's hit bonus, do 1d8 damage, have AC 10, and vanish if struck. There can be no more than one active illusionary attacker per two caster levels. Foes brought to zero hit points fall unconscious and wake up ten minutes later with 1 hit point. Creatures convinced the illusion is false can make a Mental saving throw each round to reject its psychic influences, becoming immune to its effects. The illusion lasts until dispelled, the caster drops it, or this spell is cast again.
  • L2:
    • Extirpate Arcana
      • The caster sweeps away all unwanted magical effects and enchantments within a twenty-foot radius, centered on any visible point within one hundred feet per level. If the magical effect was cast by a creature with equal or fewer hit dice or levels, the effect is negated automatically. Otherwise a contested Int/Magic or Cha/Magic skill roll must be made, with higher-leveled caster gaining a +2 bonus on their roll and the dispeller winning any ties. The spell is not strong enough to permanently suppress standing magical effects, and requires the aforementioned contested roll to have any chance to even temporarily suppress them. If successful, the effect is negated for 1d6 rounds. If cast on a very large enchantment, only the portion within the spell's zone of effect is suppressed.
    • The Inexorable Imputation
      • The caster makes a single one-sentence statement as part of casting this spell, a process which is subtle enough to appear as no more than ordinary conversation. All who hear the caster speak within a forty-foot radius must make a Mental saving throw or come to immediately believe the statement is true unless it seems physically impossible to them or it is emotionally intolerable to believe. The listeners must be able to understand the caster's language, and the caster may exempt up to two targets per caster level from this delusion so as to avoid beguiling their companions. The spell's effects linger for one hour per caster level, after which the believers will be no more persuaded of the fact than events or their own common sense would allow.
    • Resounding Temporal Echo
      • The caster imbues one visible ally per caster level with a burst of tremendous speed as their localized time begins to flow more rapidly. For 1d4+1 rounds, all subjects get an extra Main Action during their turn. This Main Action may n ot be used to cast spells or use arts. This spell severely taxes those who take advantage of it, adding 1 System Strain for each round in which the recipient takes the bonus action.
    • The Verdant Vallation
      • A vast wall of thick, heavy vines and other plant life blooms from a visible point within one hundred feet per caster level. The wall is up to twenty feet high and three feet thick and runs for as much as twenty feet in width per caster level. The vine wall can be shaped as the caster wishes within the spell's area of effect, so long as it's contiguous, and may be laid horizontally if a bridge or roof is desired. Enemies must inflict five points of damage per caster level to cut a man-sized hole in the vines, and they must be using weapons or means that could actually cut through a wooden wall to do any meaningful harm. The vines may optionally be covered in long, vicious thorns to discourage climbing, inflicting 2d6 damage on any creature who tries to climb over it. If the vine wall is summoned from earth that could plausibly support plant life, it remains until dispelled or until it dies naturally. If called from bare stone or other infertile soils, it withers away to dust at the end of the scene.
  • L3:

Arts:

  • Arcane Lexicon
    • Commit Effort for the scene. For the rest of the scene, you can read any script that was not intentionally obfuscated or encoded by its writer. Extremely esoteric or nonhuman scripts may not be comprehensible this way; the "plain meaning" of the text might be utterly foreign to human logic.
  • Restrained Casting
    • Commit effort for the day as an instant action when casting a High Magic spell. You may do so in perfect silence and without need for somatic gestures, though damage will still disrupt the casting.
  • Retain Sorcery
    • Commit Effort for the day as an On Turn action after casting a spell; it does not count against your casting limits for the day. You can use this art no more than once per day, and the stress of using it prevents you from casting another spell before the end of your next turn.
  • Sense Magic
    • Commit Effort as an Instant action; while it remains committed, you can visually perceive magical energy and get a one-sentence description of the effect of any standing magics or magical items you inspect. The ambient magical energies in most areas allow you to see clearly even in perfect darkness.

Equipment[edit]

Encumbrance: Readied 4, Stowed 9

Worn:

  • Clothes, fine

Held:

  • Staff 1

Backpack: 9/9

  • Dungeoneering Kit 6
  • Writing kit 1
  • Paper, 20 sheets
  • Torches (6) 2

Stashed (where):

  • Rations, 1 week (Basil the mule)
  • W

Wealth:

  • Coinpurse:
  • Factor (which factor):

Hired Help[edit]

Retainers:

  • X

Mercenaries:

  • Y

Specialists:

  • Z

Notes[edit]